The Illinois Railway Museum Route

I'm kinda hoping what they are talking about below might help you........?

https://forums.auran.com/trainz/archive/index.php/t-132226.html

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dougtrain
July 14th, 2016, 10:15 AM

Hi all. I could do with a bit of help to fix some assets if anyone can spare a minute or two please.

Having moved all my assets from TS12 to Tane I am finding that some engines are not working as they should. All diesel and class 31 / 33 / and 29. They are on the DLS as TMZ 06003 who had updated them at some point. I have been able to sort out the class 31 and 33 so that Tane is happy with them but the class 29 is causing me a problem.

Again, the 29 tidies up to a Tane standard but the windows / glass will not function properly. It is fine in his 31 and 33 assets but the 29 shows "frosted" glass for want of a better description. I have compared the configs and they are the same/similar so it must be down to interpretation in IM file. Or have I missed something?

Would appreciate any feedback on this.

Regards
Doug

SailorDan
July 14th, 2016, 03:01 PM

Again, the 29 tidies up to a Tane standard but the windows / glass will not function properly. It is fine in his 31 and 33 assets but the 29 shows "frosted" glass for want of a better description. I have compared the configs and they are the same/similar so it must be down to interpretation in IM file. Or have I missed something?


The problem is most likely in the images themselves. If the texture.txt file for the window image includes an 'Alpha=...' line then you need to adjust the opacity of the alpha channel in the image file. If the image file doesn't have an alpha channel, then add one and make it mostly transparent.

However the problem might also be in differences in the way that T:ANE handles opacity for certain texture types.

dougtrain
July 14th, 2016, 03:20 PM

Thanks SailorDan. The windows on a 33 are fine. If I copy the glass files into the 29 they do not work. Both engines are by the same person and the configs are very close/similar. So I am using a set of images that work in one engine but not the other. There is an alpha inclusion. I will just have to fiddle with the images. This is all very odd. I agree with you that there is a Tane issue as the windows worked in TS12.

Doug

SailorDan
July 14th, 2016, 03:51 PM

This is all very odd. I agree with you that there is a Tane issue as the windows worked in TS12.

Check the texture type in the two meshes - the T:ANE issue is related to certain texture types.
I presume you have checked that the texture.txt files in the problem asset include the 'Alpha=...' entry in addition to confirming that the the alpha channel is in the image.

clam1952
July 14th, 2016, 04:26 PM

I've had a look here, I would say the problem was more of a misted up Window than frosted.
OK got it open grey opaque.texture.txt and edit to read as follows:
Opacity looks to have been done at mesh level.


Primary=grey opaque.tga
Alpha=grey opaque.tga
Tile=st

Then do exactly the same for the interior / Cab <kuid2:218467:50069:1> NBL type 4 cab

Not perfect but to me a looks a lot better.

dougtrain
July 14th, 2016, 04:27 PM

I have copied the file contents so you can have a look. All the images with these are TGA. One question though - I read in the wiki that the Alpha should be a BMP? is that correct?

glass-black.texture plus tga of the same name

Primary=glass-black.tga
Alpha=glass-black.tga
AlphaHint=semitransparent

---------------------------------------


grey opaque.texture plus tga of the same name

Primary=grey opaque.tga
Tile=st

----------------------------------------

grey opaque-grey opaque.texture no image

Primary=grey opaque.tga
Alpha=grey opaque.tga
Tile=st
AlphaHint=semitransparent

------------------------------------------

window.texture plus tga of the same name

Primary=window.tga
Alpha=window.tga
AlphaHint=semitransparent


These are the included files relating to anything glass. I DID find two typos where grey=Grey and window= windows so there may be other issues.

Doug

dougtrain
July 14th, 2016, 04:29 PM

Thanks Malc

Too late tonight for me to have a go so I will try it out in the morning.

Regards
Doug

UPDATE................
You know how it goes with Trainz guys and I just HAD to do the check. I had spent enough time on this so what is another 10 minutes?
The good news is that it worked Malc and I thank you and SailorDan for replying and your input......Appreciated

Regards
Doug

clam1952
July 14th, 2016, 04:45 PM

Yes it's a bit confusing in that folder, the Window TGA is for the square side Windows 1 either side to rear of the door, glass TGA is for the number thingy on the ends.

AlphaHint I think defaults to semitransparent if it's missing.

SailorDan
July 14th, 2016, 05:39 PM

You know how it goes with Trainz guys and I just HAD to do the check. I had spent enough time on this so what is another 10 minutes?
The good news is that it worked Malc and I thank you and SailorDan for replying and your input......Appreciated

I had a look at <kuid2:218467:50069:1> and it requires two fixes, but it's not clear which you have already done. You should be able to get exactly the effect you need.

The texture,txt file (grey opaque.texture.txt) requires an Alpha=... entry. For an old asset this might have been the BMP that contained the alpha information as a grayscale. For this version it should be the TGA file (grey opaque.tga). BUT that image file does not have a alpha channel - it's 24 bit.


So the two fixes are are:

1. Add 'Alpha=grey opaque.tga' to the texture.txt file.
2. Edit 'grey opaque.tga' to include an alpha channel that is mostly transparent. Exactly how you do that depends on your image editor, but the process would probably be to load the image, set the transparency level across the whole image, and then save as 32-bit. Saving as 32-bit is what forces the transparency you just applied to be included in the image file. If you edited transparency in the editor, then the default for saving should become 32-bit, but that doesn't always happen. If the transparency is in the file then AssetX reports the file as 32-bit, and displays the transparency separately from the opaque portion.

Do not set other transparency options in the texture.txt file - transparency should be done through the image file and the Alpha tag.

No offense, but that didn't work at all
 
Hey Everyone. Sorry for the lack of updates towards the route. Ive been having a very busy few weeks. Lucky This is the last video Im going to be making until September, this gives me some more time to focus on my route. Here is my video on Diesel Days 2017.


Plus Paul aka PWieser has made progress on the CTA 5000's series cars.

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Have no time to work on route. Have to leave for work soon (which is the other reason why progress on the route has slowed down)
 
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Hey Matt I was there! Did you see someone walking around with black shorts, and a GN Z-2 (I think it was a Z-2) mallet on the front. I was also caring around my phone with a purple and black case. I didnt see you though.
 
Hey Everyone, after a busy week and a half with Personal Life and Work, I finally had a day off to work on my route, Here are shots of todays progress.

The Museum Grounds
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Plus Here is the latest update from what me and Adam from JR have been up too, he has started work on this tank car that is in IRM's collection, can you guess which one it is? :)
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More screenshots in the next post.
 
Here are more progress screenshots on the route.

The Town Of Union
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Johnson Siding
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Also its almost here. Coming very soon to K&L.
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I would like to give out a big thanks to Steve, Bill and Mark for making this fantastic model of 1630 that will go extremely well with my IRM route with Trainboi1's model of the CB&Q E5 9911A "Sliver Pilot" and PWieser's model of the North Shore Line Electroliner. Hopefully later on down the route I hope to do more commissions with Steve on a few more steam engines. :)
 
DaylightTrain, in the future if you have time to can you redo Tuskegee 101? I mean, to make it look more accurate, here is a photo of the real 101
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And here's yours
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See what I mean?
 
DaylightTrain, in the future if you have time to can you redo Tuskegee 101? I mean, to make it look more accurate, here is a photo of the real
And here's yours
See what I mean?
First off his modified reskin of 101 looks pretty good to me. If I ever get access to any drawings of the 101 I might have someone make a custom model of the 101 but for now Daylightrains version will do a excellent fill in until it happens (he worked especially hard on adding modifications to the tenders and to adding the rear headlight on top of the cab roof) this goes the same for the 26 (when he finishes it and releases it) and for his UP 428 model (which is a excellent stand in until Trainboi1 makes a custom model of the 428 later on down the road) so for now be glad that me and Daylightrain took on and made these models possible.
 
Your going to have to be more specific tbird8923. Your photo of my engine doesn't show up and frankly I feel as though the engine passes as Tuskeegee 101 quite well. The model is not 100% accurate in design as I didn't build a new model, rather I kitbashed Ben Neals locomotives into something that looks relatively close to the prototype. Matt gave me lots of photos to work from which helped me get the correct fonts, textures and colors. You can try to do better if you'd like, or make your own model if you want something more accurate.
 
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